Age | Commit message (Collapse) | Author |
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non-train-engine was sold.
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files on uninstall
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support it. Only valid ones are signs (delete) and waypoints (rename to default).
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GetString. Dedicated server also had the endgame window shown and because now it is properly no-player anymore it crashed.
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commands, because the player sent over the network is OWNER_SPECTATOR as well, which on clients cannot execute anything. So *hack*hack* it into temporarily player 0.
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character for '\0'. Also for some reason I forgot to validate the p1 param so that might lead to crashes with invalid signes. Fixed as well.
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unwanted remains of the _decode_parameters to _cmd_text move.
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player was set to player 0 instead of remaining OWNER_SPECTATOR. Fix this, and allow the dedicated server to execute commands (so 'patch <value>') now works and not only when a client is connected.
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value not when you query them
- Fix: typo in pool.c "Cleaing up" --> "Cleaning up"
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Darkvater go crazy ;))
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well. The TrueColor/256 icons had an ugly black shadow
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removed unused strings)
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video-driver, now windows works, dedicated works and sdl works. Also reverted the change to the makefile.
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spaces (eg nothing worthwhile). Suggested and implemented by Tron.
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window
- Fix: do not execute emtpy commands anymore
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always compile in makefile as it is always protected by WITH_SDL and add a stub for ToggleFullScreen()
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p1, so don't send any meaningful value for it when invoking these commands
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again
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of abusing _decode_parameters as text buffer. This should prevent several possible buffer overruns and is a bit cleaner to use. As bonus it reduces the size of most command packets by 79 bytes.
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(bla) {return;} else {return;} is not proper code. It's if (bla) {return;} return; ;)
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filename after browsing to the root dir of a drive and "." and ".." are incorrectly displayed. (orudge)
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signal code (Hackykid)
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what you wanted to see if one of the windows (viewport or main) was zoomed out. Also fix the undisabled-zoom-in button upon creation.
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running game and 'join' which is an alias to 'connect' to join a multiplayer server.
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single exit signal (dinno)
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HQ' button, inspired by lucaspiller
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GetPlayer(). Bouys and oilrigs don't have owners, so it cannot get the vehicle-list of the station-owner. Just use _current_player
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'fullscreen' button than chose a resolution from the dropdown box that was no longer valid. Big thanks to DaleStan for track down the crashing bug.
- Fix: There would be duplicate entries in the resolutions dropdown box. Copy SDL method or removing duplicates and sort the list.
- Feature: in the settings menu, you don't have to click on the arrows anymore, clicking on the dropdown box itself has the same effect. Consistent with other dropdowns in the game
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_icolour_wtv (abbreviated). Besides the changed into proper english, yes this commit is pretty useless ;)
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them flags in the process table. This also fixes bug "[ 1190944 ] Many commands not checked for security"
- CodeChange: move ValParamRailtype() to check rail type from command.h to vehicle.h where it is better suited.
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in the intro-game.
- CodeChange: remove unused "CANT_DO_THIS" double-string.
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extensive rewrite and global/local-cargo ID juggling and bitmasking. However with this done it looks better as well and is compatible with newgrf handling. Big thanks to HackyKid for doing most of the work. This also closes patch "[ 1199277 ] Command checks"
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raw-industries build-restriction, as it can be built always, patch-setting, or no patch-setting.
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allow transferring money that is above your loan. Eg you can't give away your loan.
- Langfix: 'goes down by' 'increases', vv for down in english.txt.
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prior to doing 'ls'. Fixed by moving the changing of saveload_mode into BuildFileList()
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- CodeChange: add comments to a very ugly part of the code (network_client.c); that enforces that the server gives an ID to the client.
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refit ones remain, and some server-only commands.
- CodeChange: remove cmd-misuses CmdStartScenario() and CmdDestroyCompanyHQ()
- Fix (invisible): when parameter checking CmdRestoreOrderIndex() the vehicle did not have its orders yet, so it would fail. So move doing this until AFTER the orders have been added back in RestoreVehicleOrders()
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- Btw, only 14 more commands are remaining, 88% done \o/
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CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame().
- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands.
- CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP.
- CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
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- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers.
- CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen.
- CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
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